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Range is more likely to benefit slow firing weapons really because its entire benefit is in alpha strike capability, so you want maximum damage in the first salvo to destroy as many craft as possible with it.
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# ? Feb 8, 2018 19:24 |
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# ? May 8, 2024 08:02 |
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I'm less interested in the range and more interested in the ability to rapidly redeploy my fleet in a version that significantly increases the importance of speed since you now have to slowboat across systems to get to each jump point.
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# ? Feb 8, 2018 19:28 |
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OwlFancier posted:Range is more likely to benefit slow firing weapons really because its entire benefit is in alpha strike capability, so you want maximum damage in the first salvo to destroy as many craft as possible with it. Alternatively, rate of fire could benefit long range weapons by providing them with more firepower in their already large windows. Point defense and anti-fighter weapons could benefit if they are overkilling their targets, especially if they're acting as a screening force for your slower ships and the +10% range would help them hit oncoming targets and any that pass them.
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# ? Feb 8, 2018 19:34 |
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Lol at not considering No Retreat the best, you get a huge bonus to the best stat and your ships fight to the death instead of running like cowards
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# ? Feb 8, 2018 19:38 |
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turn off the TV posted:You need to take into account that each weapon fit on each hull is going to have individual range and fire rate stats, and it's extremely difficult to figure out how to translate hypothetical DPS into an actual game. A weapon with 50% extra ROF is still going to have 0 ROF if it isn't in range of its target, so even short range, rapid fire weapons could see significant benefit in fleet combat with an extra 10% range. With the addition of combat computers affecting the ranges and movement patterns of individual ships I don't know if there's going to be an easy way of saying what benefits will or won't be worthwhile. Sure, but for the purposes of figuring out if range is worth it, the only question you REALLY need to answer is "Can you do enough damage before the enemy comes into range to make a difference?" The figures given there are perfectly spherical cows in a vacuum, yeah, but they still give a reasonable idea of about how much damage you need to inflict to make a difference, and empirically my own experience suggests that no, that's not what's happening right now. Agreed that the update with all the stuff it adds will throw off any calculations we might make about what's happening now, though - which is why I explicitly said that exact thing in the post you quoted. All of these are purely trying to figure out how much range is worth in the CURRENT build. Beer4TheBeerGod posted:I'm less interested in the range and more interested in the ability to rapidly redeploy my fleet in a version that significantly increases the importance of speed since you now have to slowboat across systems to get to each jump point. With the changes to war exhaustion, I can see Defense in Depth being super-useful to a defensively-minded player with good chokepoints and no territorial ambitions on neighboring states. Fortify your chokepoints, park your fleets in them, and it doesn't matter how fast the enemy is because they still need to fight through you, and it doesn't matter that you're slower than they are because you don't need to move. With better actual combat power come the clash, you can inflict more damage on the enemy and more WE, enough to force them to give up their war.
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# ? Feb 8, 2018 19:38 |
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Ms Adequate posted:Lol at not considering No Retreat the best, you get a huge bonus to the best stat and your ships fight to the death instead of running like cowards Yeah, I definitely plan on making frequent use of it
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# ? Feb 8, 2018 20:00 |
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Tomn posted:With the changes to war exhaustion, I can see Defense in Depth being super-useful to a defensively-minded player with good chokepoints and no territorial ambitions on neighboring states. Fortify your chokepoints, park your fleets in them, and it doesn't matter how fast the enemy is because they still need to fight through you, and it doesn't matter that you're slower than they are because you don't need to move. With better actual combat power come the clash, you can inflict more damage on the enemy and more WE, enough to force them to give up their war. Still gotta fill the supremacy tree though, which might be weird. It makes it more like "for empires who are sorta defensive, but still warlike enough to go full Supremacy".
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# ? Feb 8, 2018 20:04 |
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Beer4TheBeerGod posted:I'm less interested in the range and more interested in the ability to rapidly redeploy my fleet in a version that significantly increases the importance of speed since you now have to slowboat across systems to get to each jump point. Yeah, that's what I'm seeing as the primary benefit. We don't know how slow it'll be to ship fleets around, but I could easily see that saving a few months worth of travel time in every war, if not more.
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# ? Feb 8, 2018 20:04 |
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Pigbuster posted:Still gotta fill the supremacy tree though, which might be weird. It makes it more like "for empires who are sorta defensive, but still warlike enough to go full Supremacy". Wiz has thought of this: https://twitter.com/Martin_Anward/status/961618605275336706
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# ? Feb 8, 2018 20:07 |
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This is pretty big news. Local defense ships?? How will they be organized? Just like any old fleet?
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# ? Feb 8, 2018 21:34 |
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Baronjutter posted:
That's been around for a long time.
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# ? Feb 8, 2018 21:43 |
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Baronjutter posted:
Doesn't engines cost a pittance of power? Which they're getting rid of anyway?
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# ? Feb 8, 2018 22:15 |
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Yeah I don't understand the point unless this is something attached to a station like a defense platform that doesn't impact your fleet cap. Like a station could have "0/20 local fleet cap". edit: He's doing a "never leave the home system" challenge. Still I think the idea of local defensive ships being a starbase attachment would be cool. Like adding hangers for fighters but each hanger is ~5 local cap. appropriatemetaphor fucked around with this message at 22:38 on Feb 8, 2018 |
# ? Feb 8, 2018 22:27 |
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Presumably they should be able to use FTL gates at least. The current balance actually I think does slightly improve the power available to ships using wormholes because the wormhole "drive" doesn't use power. You could make them a fair bit cheaper perhaps.
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# ? Feb 8, 2018 22:43 |
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binge crotching posted:That's been around for a long time. I couldn't believe this, so I went into my most current game, designed a couple ships without FTL and then build them. Mind is officially blown. I honestly never thought this kind of thing was possible. I guess I should just have tried it. Instead of blindly assuming the game wouldn't let me finalize designs without FTL-drive.
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# ? Feb 8, 2018 22:44 |
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Aethernet posted:Wiz has thought of this: TBH supremacy is always useful anyway given that it makes you more killy and you will inevitably have to either kill something or have enough fleet power to deter other people from killing you, but it's nice to have an overt defence focus.
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# ? Feb 8, 2018 22:46 |
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appropriatemetaphor posted:edit: He's doing a "never leave the home system" challenge. Going to be real curious to see how far it makes it. Seems like it's a big roll of the dice on what he gets for starting neighbors.
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# ? Feb 8, 2018 22:49 |
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Well he picked a 25 tile gaia world start which... is pretty powerful I should think. Also this interests me: https://twitter.com/Martin_Anward/status/961669568744841217 You can build starports somewhere other than around the star??
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# ? Feb 8, 2018 22:52 |
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OwlFancier posted:Well he picked a 25 tile gaia world start which... is pretty powerful I should think. Looking at how the planet is lit, I suppose the sun could be just off the lower left there.
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# ? Feb 8, 2018 22:54 |
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appropriatemetaphor posted:Yeah I don't understand the point unless this is something attached to a station like a defense platform that doesn't impact your fleet cap. Like a station could have "0/20 local fleet cap". Having a local fleet cap attached to a station would be pretty cool. Especially with the ability to auto-refill depleted fleets it would let you have small local garrisons that might not be very strong, but would at least be enough to fight off pirates and so on.
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# ? Feb 8, 2018 22:56 |
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It is, but I mean, still it's further away than a frontier outpost would be which is nice because I hate fighting directly next to the star. I'm hoping for just a 1 per system but place them anywhere rule, or at least a wide area around the star where you can choose.
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# ? Feb 8, 2018 22:56 |
Fintilgin posted:Looking at how the planet is lit, I suppose the sun could be just off the lower left there. It is. He shows another screenshot like two posts down in the twitter thread
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# ? Feb 8, 2018 22:59 |
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Splicer posted:We know but planet-only tile wrapping would be a neat bit of flavour as well as a bit of a boost to small planets since side-planting your colony drop is pretty common with them. You mean removal of flavour The tile map is a representation of usefulness of habitable/useful space, with edge tiles indicating isolated or otherwise marginal areas where transport networks are less efficient.
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# ? Feb 8, 2018 22:59 |
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are slave armies objectively lovely? i love the idea of genetically engineering a super-strong nerve-stapled warrior race to turn into masses of slave warriors, but should i instead turn them into some other armies?
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# ? Feb 9, 2018 00:10 |
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appropriatemetaphor posted:Yeah I don't understand the point unless this is something attached to a station like a defense platform that doesn't impact your fleet cap. Like a station could have "0/20 local fleet cap". yeah, i'd like if these were just local defense ships scrambled from defense stations as soon as an enemy enters the system and gives chase. and upgrading stations to increase fleet capacity would also be cool.
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# ? Feb 9, 2018 00:14 |
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Fututor Magnus posted:are slave armies objectively lovely? i love the idea of genetically engineering a super-strong nerve-stapled warrior race to turn into masses of slave warriors, but should i instead turn them into some other armies? Armies have different stats but it doesn’t really matter. Just affects how many you have to bring to the fight. Transporting 1 army around isn’t any more effort than transporting 30. So, the answer is really do whatever the hell you want to.* * For the next two weeks. The 2.0 update is changing how ground combat works, including by adding combat width. Too early to say what will be good, but presumably there will be more emphasis on high-quality troops.
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# ? Feb 9, 2018 00:16 |
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I am going to enjoy playing Space Japan with that No Retreat doctrine...now I just need to figure out a way to turn all my strikecraft into ... strikecraft?
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# ? Feb 9, 2018 00:21 |
Fututor Magnus posted:are slave armies objectively lovely? i love the idea of genetically engineering a super-strong nerve-stapled warrior race to turn into masses of slave warriors, but should i instead turn them into some other armies? Slave armies are 1) cheap 2) fast to make. They own.
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# ? Feb 9, 2018 00:36 |
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Enigmatic Engineering seems like core cost increase idea in EUIV. Not something you'd ever want to waste a slot on (outside of maybe multiplayer?), and just irritating on enemies.
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# ? Feb 9, 2018 01:11 |
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I can't really play on Iron Man because the late-game lag eventually gets so bad that I have to use the ticks_per_turn console command to speed it up.
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# ? Feb 9, 2018 08:31 |
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Nuclearmonkee posted:Slave armies are 1) cheap 2) fast to make. They own. Yeah troop quality matters for bugger all. Bombard a planet down to 0 so the defenders take extra damage then just flood them with more troops than they could possibly ever hope to deal with.
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# ? Feb 9, 2018 09:17 |
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Nuclearmonkee posted:Slave armies are 1) cheap 2) fast to make. They own. I believe, by definition, it is they who are owned,
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# ? Feb 9, 2018 10:15 |
Is it possible to build an army of genetically engineered human salve soldiers/pops and play as Wallace Corporation from Blade Runner?
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# ? Feb 9, 2018 10:32 |
WMain00 posted:Is it possible to build an army of genetically engineered human salve soldiers/pops and play as Wallace Corporation from Blade Runner? Syncretic evolution civic, I suppose!
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# ? Feb 9, 2018 10:38 |
Meh maybe I'll just do it with robots.
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# ? Feb 9, 2018 10:47 |
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Fintilgin posted:Enigmatic Engineering seems like core cost increase idea in EUIV. Not something you'd ever want to waste a slot on (outside of maybe multiplayer?), and just irritating on enemies. Well, if you're playing a tall empire hyperfocused on tech, I could kinda see a point to not allowing a larger but lower-teched empire to catch up via salvage, which should pop as long as you lose ships, win or lose, right?
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# ? Feb 9, 2018 10:50 |
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Milky Moor posted:Syncretic evolution civic, I suppose!
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# ? Feb 9, 2018 10:54 |
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I know it's a few months old, but where is this from? One of the Stellaris dev streams?Relevant Tangent posted:Let me tell you the story of Fronds of Gold. Even as a sprout they were smart. Once a season had passed and they were in full bloom it was obvious they were the smartest being on the planet. Then they were taken by aliens. The aliens had flying vessels, but even they weren't as smart as FoG. The aliens had FoG help a giant sphere calculate infinity and create a new Universe. They had FoG examine an impossible ceramic teapot floating in the corona of a sun. FoG raised two species to sentience. Eventually. FoG was elected leader of the aliens, and used their power to raise their own species into space. FoG outlived three generations of his adopted people, led them through multiple wars, and ultimately died surrounded by four species who cherished their wisdom and kindness. It's amazing
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# ? Feb 9, 2018 11:11 |
Probably just a game that Relevant Tangent played.Aethernet posted:Wiz has thought of this: Is it weird that my first reaction to this was ”huh, pops not increasing tradition cost anymore will probably speed up the first couple of traditions significantly”? I mean, you’re probably not expanding much before getting at least the first one, which now costs 56 instead of 72 at the start of the game.
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# ? Feb 9, 2018 11:23 |
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# ? May 8, 2024 08:02 |
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Wiz is tweeting about his current playthrough, showing off a buffed Enigmatic Engineering: https://twitter.com/Martin_Anward/status/961725622564290560 +2 to sensor range rather than +1. Would much rather it reduced opponents' ability to see you rather than the other way round - would be more in keeping and a genuinely game-changing perk.
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# ? Feb 9, 2018 12:02 |